Orc Nades
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- Militia
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Orc Nades
Have orc nades how they are in 2.3.2 for 3.0 ..
I've tested 3.0 on my server, and a lot of people were annoyed that they only doo 99 or 145 damage, and an ORC nade has to be DIRECTLY under them to kill them..
Please, if you can put ORC nades back how they were, i'd really appreciate it..
I've tested 3.0 on my server, and a lot of people were annoyed that they only doo 99 or 145 damage, and an ORC nade has to be DIRECTLY under them to kill them..
Please, if you can put ORC nades back how they were, i'd really appreciate it..
- YamiKaitou
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- Militia
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- Avanderik
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This will be looked at but they will definitely not go back to the "throw a nade and 6 people die" scenario. BTW, it shouldn't kill them if nade is under them anyways. Currently in 3.0, the nade will do a max damage of the max health of a race minus 1. So it would only kill with a critical strike if user is at full health.
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- Militia
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- Militia
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- Peon
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Now that is what I am talking about.#define ORCNADELESS 1
#if ORCNECKLACE
new Float:p_grenade[3] = {2.0,3.0,5.0} // Critical Grenade (skill 2) (Strength if necklace protects)
#else
#if ORCNADELESS
new Float:p_grenade[3] = {1.5,2.25,3.25} // Critical Grenade (skill 2) (Strength if necklace dosen't protect)
#else
new Float:p_grenade[3] = {2.0,3.0,5.0} // Full damage if ORCNADE_LESS is disabled.
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- Krazy
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Would you guys stop bothering geesu about this. I know you guys all hate it when someone throws a orc nade at your team and kills like 5 of you. This stops that one person from racking up all the kills, so you and your team mates can still kill the severely hurt players (with giving the severely hurt players one last fighting chance).
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